// Some copyright should be here... using UnrealBuildTool; public class VictoryBPLibrary : ModuleRules { public VictoryBPLibrary(ReadOnlyTargetRules Target) : base(Target) { PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; PublicIncludePaths.AddRange( new string[] { // ... add public include paths required here ... } ); PrivateIncludePaths.AddRange( new string[] { // ... add other private include paths required here ... } ); //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Rama Joy Geo // (You can remove these and the MeshModelingToolset in the .uplugin // if you don't need The CreateStaticMeshAssetFromDynamicMesh or GetStaticMeshVertexLocations) if(Target.bBuildEditor) { //CreateStaticMeshAssetFromDynamicMesh PublicDependencyModuleNames.AddRange( new string[] { "ModelingComponentsEditorOnly" } ); } // End Editor Only PublicDependencyModuleNames.AddRange( new string[] { //GetStaticMeshVertexLocations "Core", "MeshDescription", //CreateStaticMeshAssetFromDynamicMesh "GeometryFramework", "ModelingComponents", } ); //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ PrivateDependencyModuleNames.AddRange( new string[] { "CoreUObject", "Engine", "InputCore", "RHI", "Slate", "SlateCore", "ApplicationCore", "AppFramework", //For Color Picker! ♥ Rama "UMG", "Slate", "SlateCore", } ); DynamicallyLoadedModuleNames.AddRange( new string[] { // ... add any modules that your module loads dynamically here ... } ); } }